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memerobot

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  1. 3. Until you can show me a screenshot or some other proof of BS doing more damage than 35k I won’t believe you

     

    A small analysis of the attacks.

     

    Notes before checking screenies:

    1 - Don't mind the gear. I know very well its a bad setup. Couldn't bother gearing properly as I just wanted to test the abilities and how they work, nothing more.

    2 - Don't mind the tactical either.

     

    List of abilities:

     

    1 - Corrosive Dart:

    1.1 - No Crit : https://prnt.sc/onglmf

    1.2 - Crit : https://prnt.sc/ongffu

    1.3 - Crit + Lethal Strike buff: https://prnt.sc/onggco

     

    2 - Corrosive Grenade

    2.1 - No Crit : https://prnt.sc/ongmnr

    2.2 - Crit : https://prnt.sc/onggy6 <- There was a double tick and one was higher than the other because relic proc

    2.3 - Crit + Lethal Strike buff: https://prnt.sc/onghi9

     

    3 - Toxic Haze + Toxic Blast:

    3.1 - Toxic Haze No Crit + Toxic Blast Crit: https://prnt.sc/ongidl

    3.2 - Toxic Haze Crit + Toxic Blast No Crit: https://prnt.sc/ongj2w

    3.3 - Toxic Haze + Lethal Strike buff: https://prnt.sc/ongjr2 <- I have no idea whats with the 3.8k hit but it was there, for some reason. The 8k hit is the Toxic Haze one. The debuff from is also applied but Toxic Haze is considered internal damage, not Tech, thus is not affected or shouldn't be. If it does, it's 5% so whatever.

     

    4 - Corrosive Assault:

    4.1 - Corrosive Assault No Crit: https://prnt.sc/ongkkf

    4.2 - Corrosive Assault Crit: https://prnt.sc/ongev1

     

    This is simply a short review of the attacks individually. Anyway, for the math time now...

     

    For your burstier attack with Corrosive Assault, you'd have used Shiv + Corrosive Dart + Corrosive Grenade + Toxic Haze + 3x Toxic Blast(one per dot) + Lethal Strike + Corrosive Assault.

    Put everything in crit state ( it should be easy to have 70% crit chance on your dots so its easy to have everything crit, over all. The only uncertainties is the Corrosive Assault and Toxic Blast) and you got your high CA hit. And as doubtful as it may sound, it happens more often than you'd believe.

    And, don't forget this fact, the chance of double tick is also applied to Corrosive Assault while I haven't verified that in Toxic Blast, when boosted by the tactical item.

     

     

    PS: I noticed that the burst attack can be nice if EVERY tick goes into crit. IIRC, I saw a -60k HP in a target. Still, not worth it due to the reasons I presented due to how the rotation/sustained damage will work, most likely, over all damage is going to be toned down. Devs already said this.

  2. 1. Let’s compare numbers

     

    2. But with Ruffian it took way long band was tenuous when someone cleansed your dots, attests now it’s more versatile.

     

    3. No it isn’t, it’s doing the same damage your dots are doing but now it’s just instant.

     

    And calling anyone you has a different experience/thought than you a troll isn’t good discussion.

     

    The troll part is mostly because I had feedback from other five friends of mine saying the same thing as I said. Don't take it bad but I'm surprised as you say the raw damage is higher when you have lower output in sustained damage.

     

    1 : Could you make 2 parses with and without the tactical?

     

    2 : I never found difficulty in taking down other operatives and some of the matches were relatively short. Its tenuous already, regardless of spec. My longest duel as Leth vs Conceal was 51 minutes and won it and as Conceal vs Conceal was 38 minutes and lost it. And it was basically me getting back into shape for duels and was a while ago.

     

    3 : The Corrosive assault is doing more damage if everything is setup than this attack. From personal experience, the new attack has been doing was -17% at best and that's generally what Corrosive Assault also does. Can you make an estimative of how much % it saps off of someone on your side? And I'm doing the best setup possible -> Shiv -> Both dots -> Lethal Strike -> Toxic Blast.

  3. Actually strangely enough I’m parsing more with this tactical rather than without it. I’ve actually be able to beat people in duels with this. It works greatly against other Scoundrels because they usually clear your dots before you can do anything with them. Though it feels quite clunky at times I feel like the cool down increase should be at 3-5 seconds instead of 9. And with the Tactical Set Bonus (increase UHs to 3) you really never run out of UHs.

     

    1 : I doubt you're parsing higher with it. I highly doubt it. A tactical that is meant to just lower your over all dps in trade of burst abilities? Sorry, but not a good troll.

     

    2 : You could always beat people with it rather easily? Even against other Ops.

     

    3 : The damage is still ridiculously low to what it does.

  4. About lethality operative.

     

    Tactical Items:

     

    1. Synox Shots - Toxic Blast does 50% more damage. Useless. Suggestion - none. Its useless.

     

    If anything, 100% would be the right value. Or maybe I'm exaggerating but it does feel immensely underwhelming.

     

    2. Catalyzed Toxins - Toxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast cooldown is extended by 9 second.

     

    Useless in current view because of low dots damage (20k for both within 30 seconds - its just 2-3 standart rifle attacks) BUT it can be good single target tactical bonus.

     

    Suggestion - make autocrit on dots or increase overall damage.

     

    As example

    Toxic Blast finishes all your poison effects on the target and deals 200% their remaining damage immediately . Toxic Blast cooldown is extended by 9 second.

     

    Toxic Blast finishes all your poison effects on the target and deals autocrit their remaining damage immediately. Toxic Blast cooldown is extended by 9 second.

     

     

    Turned out as I expected :D

    They have to make it deal massive damage because its doing less about -10k damage than Corrosive Assault + 2 Dots + regular Toxic Blast on hit. And, if anything, it should be +20k compared to the usual attack that Leth does.

    But they won't, so this tactical is basically going to acumulate dust in the vendors.

     

     

    3. Viral Elements - Toxic Haze spreads Toxic Blast Effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze.

    Very good this one. Nice AOE burst and synergy with set of Authority and new Tactical Overdrive Skill. No need to change.

     

    I'd prefer if they'd make Noxious knives insanely powerful while Toxic Haze is up, to give the same kind of AOE pressure like Virulence has honestly but I guess this is fine too.

  5. I haven't had a chance to test the changes yet but can you explain to me why this is useless?

     

    Overall toxic blast does like 15% of your damage which is quite high considering your dots only do like ~22% of your total damage each. Therefore wouldn't buffing this number by 50% be quite a large dps increase?

     

    If you put it in current patch terms, you'd be making your Toxic blast tick for more 500 damage if non crit and more 1000 damage if crit.

     

    It's not that much of a "buff". Only noticeable in PvE and even still, not that great.

  6. Pugnacity is a 1 min 15s cooldown? Or you can build a UH and purge slows/roots every 35s with holotraverse.

     

    I might be a baddie, but I rarely take Pugnacity DR utility. I don't find 20% DR to be very good except in 1v1's and yolos. I would rather use Pugnacity offensively in WZ's and NiM. It's situational. I always always take the Holotraverse UH utility as it gives you an extra UH for Brutalizing Shots during adrenal+raidbuffs. You can literally get off 6 brutalizing shots almost back to back. I always take the Dodge reflect on my Ruffians... that 4s reflect is huge.

     

    Anyway, I like reading your discussion as my playstyle is... not as precise as you guys, and I'm still new to NiM.

     

    Regarding Poison Overload tac item, I think it could be good in a lot of situations, excluding dummies and long, sustained boss fights with 100% uptime.

     

    You're underestimating how much the utility can support you, honestly. Its extremely good for Lethality, given the fact that it has a much shorter CD compared to Medicine and Concealment.

    I mean, on top of reducing 20% damage taken, it also heals 5% each 3s, and that makes it 5% x 6 = 30%. On a CD of basically "every minute". Couple that with the natural 5% you should ALWAYS take from the first tier and possibly the 3% per kolto probe on you, you're going to walk around with 30% DR in total while also healing from Stim boost and Kolto Probes.

     

    I understand the logic behind the use of the holotraverse TA but for PvE, its very, very picky in this way.

     

    Regardless, we were talking about the Poison Overload and I just think its not worth it. If you would put it in the current patch, it would be the same as trading consistent DPS and a proper TA build for an attack that will do, at most, 35k damage(if lucky, that is), and I think its not worth it and puts you on a reset for rotation.

    On top of this, there are a bucket load of things that can screw over you. Small list:

     

    1: Cleanses: (Evasion from other Operatives, Force Shroud from Assassins and the Bubble from Sorcerers) making your DPS from Toxic Blast being non existant because dots are gone;

    2: DCDs that increase defensive rating : (Like AP PT, after using the Aoe taunt, and IO Merc abilities after using Aggro drop, Saber Ward, Evasion and Roll from Snipers and Mad Dash from Marauder and Juggernaut, Roll from Operatives, specially Concealment and finally Deflection from Assassin) and all this because Toxic Blast is weapon damage, not Tech.

    3: DCDs/Tool abilities that screw with your accuracy: Obfuscate from Marauders, Diversion from Snipers (and that weird Utility that removes 20% accuracy when flashbang ends that Operatives have that but I don't think its that relevant) that present a huge chance for missing the attack and due to the same explanation at the end of 2.

    4: Abilities that make your target "vanish" out of sight: Combat Stealth from Marauder, Operative and Assassin, Phasewalk from Sorcerer.

    5: Reflect/Massive DR DCDs: Reflect from Jugg and Assassin(if spec'd into it) and Responsive Safeguards from Mercenary, Undying from Marauder.

     

    You probably noticed I haven't added all the defensives from 6.0 for each different class, like Sniper Holo-locate, or whatever its pronounced and many more.

     

    The list of DCDs earlier was made because the attack is going to become massively predictable since you will want to maximize its damage and that can only be accomplished by doing this: Shiv (applies one debuff, can't recall which right now) -> Lethal Strike -> Dot - C.Grenade, f.e. -> Dot - C.Dart, f.e. -> Toxic Blast

    You're garanteed to be stunned/knocked out of range just as you cast your 2nd dot on target and that will make the burst from Toxic Blast to be more weak.

     

    And from what I understood from other's streams, the attack is dealing actually less damage than the Dot + Dot + Toxic Blast + Lethal Strike + Corrosive Assault "combo"

  7. With the cooldown on hard stun, Dirty Kick has a cooldown of 35 seconds which is actually twice the amount of time that Pugancity is on cooldown (1min and 12 seconds, or atleast it is on my Scoundrel). There are other options that can be used as a UH builder away from Pugnacity, Trick Move has 35s cooldown and with the utility gives a UH.

     

    If you have the utility to lower the CD of the hardstun, and assuming you're playing with 2nd alacrity tier, your CD in hardstun is exactly 26s.

    And I doubt that you take the Trick Move with UH to PvP when the two utilities of StimDR+Heals and Reflect on Evasion/Countermeasure with heals. Its really risky. Not a bad one but the other 2 are significantly better.

     

    This the only point I would agree with you on. I would argue that the cooldown of Sanguinary Shot should be reduced to probably less than it is already right now, 9 seconds already seems alot considering the short cooldowns that the spec already offers.

     

    The alternative I'd like to have was making Lethal Strike on a CD of 15s, like the original Toxic Blast, keep the crit buffs and have it as a TA builder. Or making Shiv give 2 TA + Fatality.

     

    I did a quick parse of this and actually the change was super minimal and I was able to adapt to the rotation easily. It does require to time your fillers and/or time your Veiled Strike perfectly. Though its easily adaptable and brings some challenge to an already easy spec to learn.

    Ah well, on to the next point...

     

    You actually have a lower DPS and you can find yourself using Rifle shot way more frequently than you'd like to. Pretty sure it was significantly harder to parse. I know its possible, tried it myself, but I do less dps this way, in Conceal, and I am sure you noticed it too.

     

     

    I'm gonna need a huge source on this, unless youre running a heavy crit build with some Mastery/Power you would not see a 35k hit even with Sanguinary Shot and Cut to the Quick on the target. And to back this point up, I tried to do this multiple times even with an adrenal in my opener. To even get this, in theory you would have to, stack in crit and power, time your relic procs perfectly and have your adrenal popped at the same time while have Cut to the Quick active and maybe have you damage bonus from your set bonus.

     

    It just is like that. The closest you can check on this is by doing this: Flashbang -> Cast 2 dots -> combination with any order of Toxic blast + Lethal Strike + Shiv -> Corrosive Assault. And I am talking a blunt damage taken in target. Memorize the % that the target is at before you use Corrosive Assault and after. Make the math of the % before and after the attack by the Max health, but if you want a quick math, here.

     

    Corrosive Assault = 12k at the least, can go somewhat higher.

    C, Dart and C.Grenade tick up to 4k when under the effects of Lethal Strike(Don't forget it can double tick per dot).

    Toxic Blast does 2k damage.

    12k + 4k + 4k + 2k * 2 = 24k at least. You also have to add more 4k and 2k because one of the 2 dots is ticking in the same turn, boosting it up to +25k.

    Add more 4k + 2k if a dot double ticks, which can make +30k easy with all this combined.

     

    And my build is 7.5k Mast + Tier 2 Alac + 1.95k crit in PvP and only thing changed is the crit for PvE, which goes down to 1.75k.

     

    Uh, duh?! You're trading sustain for more burst obviously DPS is going to be lower, and obviously anyone who would pick this would expect their DPS to be lower.

     

    Previous arguments reply to this.

     

    Sometimes I even use Pugnacity on accident because I'm so used to my PvE opener, and let me tell you even when people target me I'm still able to fight back/get away without the 20% DR and + 5% per 3 seconds. The Kolto on roll is enough to save me multiple times.

     

    Well, you must be lucky not getting too much focus then as Leth/Ruffian is one of the most focused specs out of all.

     

    If there is a healer that about to die, and I have no Upper Hands available to finish him off, you bet I'm gonna waste that ability to finish him off. Same as if there is a tank super low or a DPS that has been guarded. It all depends on the situation.

     

    Of course there are exceptions such as this case but still, the ideal use of Stim boost is for defensive purposes mostly to counter hardswaps and heal yourself to take off load off of your healer.

     

    I mean, Machine Core in ToS HM the 20% DR + the heal is pretty useful. Since you can't use roll without worrying that you're facing the wrong way when callouts happen.

     

    Like I said, the reset of the stuff is meant more for the Stim boost than the Lethal strike. Concealments have the best cake in this part.

  8. Right now, Vital Shot and Sharp Bomb so about 14k each over their 18 second applied time. Probably about 17k with 306 gear which means this will be a 34k hit once you do this.

     

    Okay, I can tell that you either play Concealment most of the time or you are not thinking outside of PvE stuff like Flashpoints/SM Ops with Lethality, since you're saying/thinking that that a 34k hit every 22s is worth the trade to your consistency of damage, which is the strongest point of the spec.

     

    Allow me to explain why in a few points.

     

    Reasons on how your rotation will change, for the worse:

     

    • 1 - This is the most impactful of the small list: Your TA builder is going to be in a CD that is as long as your hardstun with utility that reduces its cooldown by 15 seconds. It is also horrible for your DPS regardless of situation.
      As it is now, you can use 4 to 5 times Toxic Blast every minute. In 15 minutes you can use it about 55 to 70 times; And with this change, you can only use 2 to 3 times per minute. In 15 minutes, you can use it around 30 to 40 times. That means I am going to have more +20 TAs on average in 15 minutes(Average time of Nim fights perhaps? or at least the important fights).
      If you want a good comparison, imagine putting Veiled Strike in a 12s CD while buffing its damage to double. Try to play Concealment while using your Veiled Strike once every 12s. Pretty sure you'll go back in your word.
       
       
       
    • 2 - Follow up of the disaster that is the reason number 1: Using the ability in this way will force you to have down time because you have to cast 2 dots, probably want to use Lethal strike to increase dot damage and follow with the "burst" from Toxic Blast. Now, you have a problem here. You're forced to place the dots on target once again.
      This also means that you will have to do way more fillers with Rifle Shots / Overload Shots that you think and if you have to spam them then that is horrible, in any sort of content.

     

     

    Arguments on how your DPS will change, for the worse:

     

    • 1 : As of now, my Corrosive Assaults can already sap 25k up to 35k when both dots and Toxic blast are on target and with this, those will drop by about 20k to 30k easily, and Corrosive Assault was meant to be your "burst attacks".
       
    • 2 : Your DPS over time will be lower, as well. Not just each Corrosive Assault use.

     

    Conclusion: If the dot damage or the 'damage' of this specific attack, when changed, isn't increased when used, then this tactical is a straight nerf. I'm open for counter arguments, no problem, in this one.

     

     

    This will allow Ruffians to build in burst capabilities even when combined with two Point Blank Shots (when you use the new ability) which will allow another burst follow through after finishing your dots. This would allow Ruffians a huge help in ranked where burst is favorable and in specific fights like Brontes’ clock phase or even if you feel like playing a burst build while playing Ruffian.

     

    I am almost 100% sure that you will want to save that ability for defensive terms in PvP, not for offensive purposes. Why? it's simple. It resets your Stim Boost and if you play PvP, I am 100% sure you will take the utility where your Stim Boost gives 20% DR + 5% heals every 3s. A proper comparison is like telling a sniper to use refresh of all DCDs so he can double roll or something, without using all other defensives yet. You don't want to sacrifice a major defensive to have minimum increase of DPS.

    For PvE; I guess, but still, I don't it is that strong, imo. You're going to use it more because of Stim Boost, not Lethal Strike(I am 100% sure this came as an extra).

  9. I feel like the only people who play Arsenal are those who don't know/don't care about their position on DPS charts or those who just can't play anything else for some reason.

     

    Pretty sure that Arsenal is way too friendly for new players. The rotation is like Veng juggs, honestly. Too easy to handle.

  10. Hey folks,

    Lethality

    • Poison Overload - Toxic Blast finishes all your poison effects on the target and deals their remainig damage immediately. Toxic Blast's cooldown is extended by 9 seconds.

     

    Regarding this one.

    Is the damage dealt by this going to be good? I am curious since this is delaying an ability that produces Tactical Advantage by almost double of its CD time. I mean this is a sacrifice of consistency (and a high price at that one) for one attack that can be used once every hardstun, with utility.

  11. There's no bs 98% Damage Reduction. If anything, at most, 80%. Still a lot, so I agree anyway, but that's not the topic.

     

    Since there's clueless people how the % is working. Damage Reduction buffs are not accumulative. They are 'added' but differently. Allow me to show an example

     

    Part 0: Let's assume you take "100%" of the damage. You'll take a 20.000 damage from the hit.

     

    Part 1: Pop a 20% Damage Reduction ability -> If you have 20% DR, you'll only take 80% damage now

    Math : 20.000 * 0.8 = 16.000

    So you'll take 16.000 damage from the hit.

     

    Part 2: Let's say you also added 15% Damage Reduction, as well, with the 20%. If it was by 'adding', it would make it 35% but since it doesn't work that way, the numbers will be different.

    So it will work like this: Damage of hit * (1 - DR_1) * (1 - DR_2) * etc

    DR_1, DR_2 and so on depend on how much DR each ability gives individually.

    Math : 20.000 * 0.8 * 0.85 = 13.600

    So this corresponds to taking about 68% (1 * 0.8 * 0.85 ) and not 65% ( 1 - 0.2 - 0.15 ) damage taken of the original hit.

     

    Part 3: Let's add now 50% Damage Reduction on top of the previous two.

    Math: 20.000 * 0.8 * 0.85 * 0.5 = 6.800

    And this corresponds to 35% (1 * 0.8 * 0.85 * 0.5 ) and not 15% ( 1 - 0.2 - 0.15 - 0.5 ) damage taken.

     

     

    Hopefully you understand how Damage Reduction works now...

  12. Unless you want to go through suffering and pain(PvP wise) to learn it, as a PT, pick Tank spec, not DPS.

    Merc is pretty much broken as heck in PvP right now. At least 3 lives with the current DCDs it has(When porplery managed can be that or even more), Ranged class, can selfheal, has a hinder, and its a pretty darn good damage dealer class.

  13. Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions

     

    MARKSMANSHIP/SHARPSHOOTER

     

    Tactical Suggestions:

    • Ambush is now a cleave, similar to Nahut’s Rail Gun.
      • Functions similar to dual saber throw
      • 35m centered on a target, hitting everything between you and the target and past that target in a 35m line.
      • Non primary targets do not benefit from armor penetration

      .

     

    PvE only, I hope? Considering the short CD it has, it would simply be broken in PvP.

  14. I've tried playing pyro but found its damage to be too unreliable in PVP. Terrible dot spread mechanic and subpar burst. I find AP has the best burst in the game and also has very effective AOE. The way I see things for this class right now is it can't win fights of attrition, so I play towards ending engagements as quickly as possible. AP can global someone and pyro can't. That way the survival issue doesn't always become a problem.

     

    The main problem with Pyro spec is that you're forced to play in clumped up places to make the dotspreading/aoe effective. The damage that the spec can do can actually be higher when properly landed but its gimmicky in the way it works but I stick to it because its fun to use :D It would be nice if both dots would spread but sadly only one does. The way I 'negate' the downsides of this is to play around 'LoS' to force Ranged classes to 'be together' as they stalk me and/or play tight places/gaps (Favorite spots list: Orbital Station/Rishi Cove/Mandalorian Battle Ring ramps/corners + Makeb Mesa on the metal ramps or around the hut on one of the sides, Corellia Square behind the crates on the tight spaces + Tatooine Canyon huts or those pipe things next to each respective spawn area) to make the job easier. Standing out in the open is basically letting yourself eat free damage from ranged. Plus, everyone knows that if you play PT, you're there to dish out as much damage and die by doing that. :p

    Still, I agree, Pyro is far less appealing than AP when you look at the cards you got.

     

    I take utilities that increase mobility, control, and survival. Here is my usual setup. I find the only talent that is changeable is dropping pyro shield damage for something else. Anything else I find I can't live without. The extra 10m on grapple is unreal.

     

    Kiting with hydraulic override can't be overstated in how effective it is. Server interpolation causes other people to see you as warping all over their screen, so people have an incredibly difficult time trying to attack you. You can exploit this fact by fighting melee at range while kiting them in circles. It's also effective against ranged classes with good positioning. You can use LOS to expose yourself only briefly to fire an ability and duck back behind LOS. Ranged classes have to constantly reposition or they just die from standing still.

     

    Kiting is questionable. Sure you can work up to 'live longer' that way but its a bit of a gamble because you just need to get slowed down/rooted/stunned to have plans ruined xD

    I just tend to build up every DR available in the utils tree and equip anything that can hit back while I'm alive and being damaged. Stuff like gambling on LoS to get out of combat is just asking to your opponents to not be smart :D

     

    Also, doesn't the Carbo + grenade give full resolve?

  15. Missed Me: Using Scamper now provides a 100% resist to all sources (basically Scrapper’s roll defense. I mean seriously this should be standard for all Scoundrel specs) In turn, Scamper has a reach of 10m for each roll (down from 12m).

    Defensive Rolls: Using Exfiltrate now provides a 100% resist to all sources (basically Concealment’s roll defense. I mean seriously this should be standard for all Operative specs) In turn, Exfiltrate has a reach of 10m for each roll (down from 12m).

     

    Dirty Shot: Quick Shot now puts a 10% armor penetration debuff on the target along with a 10% trauma debuff on the target; both debuffs last for 15 seconds. In turn, Quick Shot base damage reduced.

    Debilitating Shot: Overload Shot now puts a 10% armor penetration debuff on the target along with a 10% trauma debuff on the target; both debuffs last for 15 seconds. In turn, Overload Shot base damage reduced.

     

    Not the Face!: When stunned damage reduced by 15%

    High Pain Tolerance When stunned damaged reduced by 15%

     

    Would this go for all specs?

  16. Yeah, PTs and Vanguards melt like butter in Ranked Matches, let alone any Warzone out there. The defensive abilities don't last long enough, and I haven't exactly found viable rotations for both AP/Tactics or Pyrotech/Plasmatech. If anybody has a link to rotations for either of them, please post one on here, thanks!

    Thomas

     

    I tend to leap, having 'crit' Plasma Flare/Immolate(It is your biggest hit so might, as well, just use it), Shockstrike/Flaming Fist to root, cast both dots in one target, use dotpsread on as many as possible, Deadly Onslaught/Artillery Blitz(If you are tight on Energy/Heat, use Reserve Powercell/Thermal Sensor Override to mitigate some of the 'unwanted' energy waste on this ability), then spam of Flame Sweep/Explosive Surge as much as possible before resuming on doing the same. You can try also spreading the 30s dot to every target if you find the opportunity. If you're a full dot spec then you should be aiming to screw with everyone.

     

    In defensives, wait for Kolto Overload to trigger and use DR Stim along with it because Kolto + the 30% DR from Pyrotech is not enough to be 'unkillable', most of the times, that is. Just a safety measure. If you can save the DR stim for later then that's great. After Kolto is done, Medpac + Reactive Shield/Energy Shield(take the utility that deals damage to targets if you get attack while this is up. Just extra damage to bite back) + Shoulder Cannon with heal utility and DR (utility) from using Explosive Fuel/Battle Focus to bring you back to top.

    After all of this, all you can hope for is that you can survive for a 2nd Kolto Overload. If you do, you're already surviving for far longer than you should be and that is great.

    I don't take the buffed up hydraulics to 'kite away' because rarely a PT manages to escape the mayhem. It is a gamble that rarely works.

     

    I have no idea how AP PT rotation of offensive and defensives should be played out but I believe its harder.

  17. I don't think you played Concealment long enough or you haven't played it?

     

    Related to offensive abilities

    Discipline Challenges: AOE, Melee (position/movement/range), Energy

     

    Concealment:

    [set Bonus] The energy cost of Veiled Strike is reduced.

    [Tactical] Toxic Haze now spreads (and activates) Volatile Substance (so long as one target has Volatile Substance).

    [Tactical] Backstab can now be used face-to-face.

     

    1: I guess the change of energy can go there although what does it accomplish?

    2: I don't think spreading Volatile substance is a good idea honestly. Sure it would be great but I believe its a bit too much? Maybe spread the dot from Backstab/Back Blast?

    3: You already can do that when you pop Volatile.

     

    [Tactical] Countermeasures now increases movement speed by 50% (stacks with other movement boosts).

    [Tactical] Adrenaline Probe's cooldown is reduced.

    [Tactical] Stim Boost now additionally restores x energy over the duration.

    [Tactical] Using Kolto Probe now automatically applies 2 stacks of Kolto Probe.

    [Tactical] Revive (General ability) cannot be interrupted for 10 seconds after exiting Stealth.

    [Tactical] Overload Shot now applies a Damage Over Time effect and reduces the target's healing received.

    [Tactical] Overload Shot now places all of the target's abilities on cooldown for 1 GCD (except abilities not on the GCD) but has an increased energy cost (similar to the Uppercut unarmed combat legacy ability).

    [Tactical] Infiltration can now be used in combat and out of stealth and provides a damage reduction bonus to all group members within 10 meters.

     

    Tactical list:

    1: Concealment already has it

    2: Lethality perk

    3: Lethality perk

    4: Utility does that

    5: Combat rev is a thing and in PvE. That's why it exists and if you enter in combat again, you shouldn't be able to Revive. Simple. On the PvP side. it is extremely rare revive someone and you can't do it on arenas.

    6: Not sure what that would accomplish. In ranked, your tank does that and in regs, its a numberfarm fest.

    7: There's an utility that gives knockback and range extension to overload shot. Works the same way.

    8: Its a good one.

  18. Refresh on Corrosive Assault doesn't make much sense BUT

     

    Refresh Dart on the first tick of Toxic Haze would be a pretty cool choice for a Tactical bonus. It would set everyone's Dart on the same timer, instead of having to juggle Darts like we have to now as some of them fall off when others are just applied from Toxic Haze.

     

    I already suggested a sort of refresh and honestly and it should be done in an expensive ability (energy terms).

  19. Tactical Item: Mandalorian Jetpack - places a beacon down and within 35 meters the mercenary can fly into the sky and land on the beacon. Basically is a phase walk but it replaces rocket out.

     

    Don't you think merc has enough defensives as it is? Adding that just makes them being able to rotate Kolto Overload and Reflect perfectly to be almost unkillable. Unless you're going to take the current broken kolto or the reflect away from mercs, this should not be a thing.

    I mean, what you're asking is basically another way of another life. Might as well add the part of adding a version of Sorcerer's bubble? Or temporary stealth or Undying like mara?

  20. 1. Revealing Weakness debuff from Volatile Substance to become a buff so it could be used on any target.

    1. Hot and Ready debuff from Blood Boiler to become a buff so it could be used on any target.

     

    2. Crippling Shards: When Crippling Slice is used on a target, it releases shards on the vicinity, making other targets suffer the same effect.

    2. Loose Slugs: When Shank Shot is used on a target, slugs bounce back on the vicinity, making other targets suffer the same effect.

     

    3. Crippling Slice changed the not able to turn line into allowing to use Backstab from front, as well, for full damage.

    3. Shank Shot changed the not able to turn line into allowing to use Back Blast from front, as well, for full damage.

     

    4. Acid Haze: Toxic Haze now spreads Acid Blade effect up to 8 targets.

    4. Dirty Bushwhack: Bushwhack now spreads Flechette Round effect up to 8 targets.

     

    5. Silent Steps: Player can now have up to 3 Exfiltrates but cooldown is increased to 15 seconds.

    5. Going Down: Player can now have up to 3 Scampers but cooldown is increased to 15 seconds.

     

    6. A tactical item which makes the next Laceration have 50% more damage when used after Veiled Strike.

    6. A tactical item which makes the next Sucker Punch have 50% more damage when used after Bludgeon.

     

    7. Backstab will grant Enforcer's Critical Combo, making your next Laceration deal double the damage.

    7. Back blast will grant Smuggler's Critical Combo, making your next Sucker Punch deal double the damage.

     

    8. Elite Strategy: When applying Volatile Substance, the target is hindered for 1.5 seconds. In addition, when Volatile Substance is triggered, target is slowed down by 40%, for 3 seconds.

    8. Surprise Element: When applying Blood Boiler, the target is hindered for 1.5 seconds. In addition, when Blood Boiler is triggered, target is slowed down by 40%, for 3 seconds.

     

    9. Backstab refreshes Kolto Probe on self if 2 stacks are present.

    9. Back Blast refreshes Slow-release Medpac on self if 2 stacks are present.

     

    10. Veiled Strike makes your next Laceration have 100% critical chance. Cannot occur more than once every 9 seconds.

    10. Bludgeon makes your next Sucker Punch have 100% critical chance. Cannot occur more than once every 9 seconds.

     

     

    Suggestions from me and friend, Slimshady.

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